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Under the hood this toggle implemented very unoptimal, and in most cases work slower.
You can do proper instancing by hands with a BatchRendererGroup.
By GPU Instancing you mean toggle on material?
I use GetRawTextureData() / LoadRawTextureData() and byte array to manually convert texture data.
If it is possible to change texture format on the fly, to avoid using CopyTexture()? I.e. i do SSR post, write to R32G32B32A32_SInt, change it to...
Vote to grayscale channels too.
In import settings of your normalmap set "Compression" to "High Quality"
How many game objects in your scene?
unity_Lightmap.SampleLevel(samplerunity_Lightmap, o.uv2), 0.0);
Looks rly bad..
Atlasing is still a thing. SRP batcher actually not a batcher, it's just sorting objects by shader. That significantly reduce cost of material...
Still no GPUs.
Just matrial.SetFloat() ??
Actually there is one thing you can try - change rendering mode to forward. In forward mode HDRP use clusters instead of a tiles, you can imagine...
HDRP only allows you to have 24 light sources in one tile(16x16 pixel square). And you can do nothing with it without rewriting HDRP.
SG shaders compiles 1000 times slower.
"Enable GPU Instancing" dosn't work when SRP batcher is enabled.
If by instancing you mean "Enable GPU Instacing" knob in material inspector then yes, it's very very slow and written hugely unoptimal.